/**
 * @author LANG
 * Copyright 2009, QSC.
 * All rights reserved.
 */
float4x4 worldViewProjection : WorldViewProjection;

sampler colorTex;
	  
struct VertexShaderInput {
	float4 position : POSITION;
	float2 tex : TEXCOORD0;  // Texture coordinates
};
 
VertexShaderInput vertexShaderFunction(VertexShaderInput input) {
	VertexShaderInput output;

	output.position = mul(input.position, worldViewProjection);
		
	output.tex = input.tex;
	return output;
}
  
float4 pixelShaderFunction(VertexShaderInput input): COLOR {
	input.tex.y = 1 - input.tex.y;
	float4 color = tex2D(colorTex, input.tex);
	color = color * float4(0.1, 0.1, 0.1, 0.1);
	return 0;
}
  
// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor